Teras Kasi Archive
Thread: UPDATE: Teras Kasi Is Finally Fixed (Preliminary TC Data + more when I've got the rest!)
*any idea if they are fixing our combat equilibrium? i have +55 CE and its broken, and does nothing. that is somthing that is need of fixed. i did not hear anything in the post from TC about that.
* VKs 3.8m aproximatly, and unarmed is 5m, they said they fixed this,.....and didnt' any idea if this will be fixed in TC?
* our unarmed toughness only covers kinetic dmg atm. i get harder with a blaster bolt to my pinki, then i do with a giant cleaver of doom to my forhead. when are they going to incroperate all dmg's into toughness percentage? is this on TC?
* force of will is basicly none existant now, i dont know if something got juggled in the codes when the last patch went live, but it works less and less now, it needs a revamp...did this get addressed in TC?
* did the Master box of TK get addressed in TC? did they move power boost to master box?, did they decrease power boost effectiveness in the meditation box, and add the existing one to master? did master get an over hall? did they address this problem on TC?
* did they address the issue about lag and server ping, preventing all melee's ability to hit moving targets in pvp or pve? is this on test center?
* did they fix combo2 special? does it still say i do 1 point of dmg on my text box? does it still do sub part dmg of all pools making it not very practical? is this on TC?
if all of these things are not addressed on test center, then TKs are not fixed.
although some of the things you have said sound interesting to what exactly they do and how it will effect us vs other combat class's and what not, but still we have issues. just because we get more loving, and yet more melee get no loving, doesn't mean we are fixed by any stretch of the imagination.
but thanks for sharing it was acutualy very imformative. i simply just had a small problem with suggesting that we are fixed, because they threw us some bread crums.
What do you mean you dont see it happening? Its already THERE. And im going to get the rest of the data when TC finishes loading. And dont worry about ranged vs melee. If you play smart CURRENTLY you can beat ranged guys (I do it all the time) and they are working on ways to lessen the gap so just have some faith please.
With just TK its very hard but somewhat possible to beat a ranged guy, takes a lot of work.
With Master Brawler is very easily possible to beat one (its still PRETTY hard but a lot easie than with just TK)
With these new changes each hit will count for a lot, and the evasion, counterattack will help longetivity in the combat. If they put the 10m fudge factor it will be even easier.
Now following Holocrons pattern he SUGGESTED the lil Tank ability and the Defense Mods and such, but he never said "Were working on it" next thing we know, its on TC without any word about it. So if he mentioned the 10m fudge factor its quite possible its already on TC or will be soon (Based on following the logic of Holocrons statements and the actions that follow)
All mods were previously ACTIVE. The fact was they didnt scale up correctly. I.E. 55 CE wasnt significant ENOUGH to work as often as we assume it should.
* VKs 3.8m aproximatly, and unarmed is 5m, they said they fixed this,.....and didnt' any idea if this will be fixed in TC? No clue. I'd say with all the stuff they did put in, expect this to be fixed.
* our unarmed toughness only covers kinetic dmg atm. i get harder with a blaster bolt to my pinki, then i do with a giant cleaver of doom to my forhead. when are they going to incroperate all dmg's into toughness percentage? is this on TC?
I'm pretty sure its remaining as it was. We'll know with the patch notes I haven't been able to test anything due to the server crashing all the time.
* force of will is basicly none existant now, i dont know if something got juggled in the codes when the last patch went live, but it works less and less now, it needs a revamp...did this get addressed in TC?
No idea yet. Most likely. Again, patch notes should clarify when TH gets to them (He's a brawler so im sure we'll get some lovin' in the notes)
* did the Master box of TK get addressed in TC? did they move power boost to master box?, did they decrease power boost effectiveness in the meditation box, and add the existing one to master? did master get an over hall? did they address this problem on TC?
Power Boost is still the same as it was before. Master TK just gets Unarmed Hit 3 same as before.
* did they address the issue about lag and server ping, preventing all melee's ability to hit moving targets in pvp or pve? is this on test center?
Following Holocrons logic (he suggested the stuff thats in TC to us a long time ago but never said they were going to actually do it, and they DID do it) theres a very good chance this is being taken care of this update. If not this one, definitely the next one.
* did they fix combo2 special? does it still say i do 1 point of dmg on my text box? does it still do sub part dmg of all pools making it not very practical? is this on TC?
I believe one of the devs (maybe on the issues post) said that this wasn't a bug for some reason. Haven't been able to test it yet.
I'll try to address more of the stuff as I test stuff out.
Can anyone log on LIVE and add up all Defense mods from Novice Brawler to TKM. Post it here. We'll do a cross-comparison once TC is up and I do all the mod additions there.
I'd GREATLY appreciate it. Please. (These being default aka Human stats) not with the Trando +10 and such.